Dead or Alive 5 Ultimate

Guaranteed damage provides logic for decision making on what your opponent is trying to do. If you had every move in the move list do 10 points of damage and not be comboable to the next move item, would you be able to 'read' your opponent then? No, you both would be just playing a random guessing game. That's what DOA4 felt like to me, it didn't really matter what move I used, and since it didn't matter to me, the opponent couldn't 'read' me properly.

Launch combos are going to happen and eventually be static. Players will maximize the damage from the guaranteed opportunity to win the match. That's their reward for getting the launch to occur, and if they are repeatedly being hit by the same launcher then I'd question the player's ability to 'beat such a predictable player'.

Now you go into DOA3 where you have moves that are obviously 'better options' over other moves such as launching on normal hit, safe on guard, guarantee followups, and you throw in some positional space into the equation and you can logically point what would be 100s of options from the opponent to a mere 1-3 options that would be the optimum choice. In such a system, you could punish someone for just being stupidly random for random's sake like in any other instance of game theory, and the player who wasn't random but calculated instead would end up on top each time.
I see where you're coming from.. I don't entirely agree with everything you said but I get your point. Tbh I think we both think the same things but are coming from different perspectives. It would take to long to fully elabprate on what I think about the game and what I was trying to say with my last post.

Suffice to say that, I really like the DOA system, I am really looking forward to the game, and the nerfs suggested for the hold system sound good to me, I think they'll make it more fun than DOA4.

And of course you're right about optimum damage launch combos, I was going a little off topic there, all I meant was that I like creativity and variety in general and in fighting games, and the stun and hold system present opportunities for those things in DOA, and I used to get bored when I used to play Tag Battle and some people would get their launch and then do the same 16+ hit combo again and again while you just sat there and waited for the knockdown so you could start playing again. But tbh it's an off-topic rant thing, I am really excited to be playing this game.
 
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DOA5 IGN Pro League Live E3 Broadcast - June 5th around 1pm PST, 12 Characters, 5 Stages!
DoA5 IGN Pro League Live E3 Broadcast - What are you doing June 5th?? At around 1pm PST... 12 Characters, 5 Stages!!!
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